[战斗]==============死亡技能不受眩晕,沉默影响
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@ -309,7 +309,11 @@ end
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-- 判断角色是否可以释放技能
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-- 判断角色是否可以释放技能
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function RoleLogic:IsAvailable()
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function RoleLogic:IsAvailable(skill)
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--角色没有真正死亡 在 被眩晕/沉默的 情况下 任然能释放死亡技能
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if (self.ctrl_dizzy or self.ctrl_slient) and self:IsDead() and skill and skill.type==BattleSkillType.DeadSkill then
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return true
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end
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-- 眩晕 -- 死亡
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-- 眩晕 -- 死亡
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if self.ctrl_dizzy or self:IsRealDead() then
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if self.ctrl_dizzy or self:IsRealDead() then
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return false
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return false
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@ -335,7 +339,7 @@ function RoleLogic:SkillCast(skill, func)
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end
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end
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-- 角色不可用直接结束技能释放
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-- 角色不可用直接结束技能释放
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if not skill or not self:IsAvailable() then
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if not skill or not self:IsAvailable(skill) then
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self.Event:DispatchEvent(BattleEventName.ActionOperateAngerAfter,self)
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self.Event:DispatchEvent(BattleEventName.ActionOperateAngerAfter,self)
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_CastDone()
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_CastDone()
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return
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return
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@ -364,7 +368,7 @@ function RoleLogic:SkillCast(skill, func)
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skill:Cast(_CheckRage)
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skill:Cast(_CheckRage)
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-- 没有沉默,释放大技能
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-- 没有沉默,释放大技能
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elseif (skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill) and not self.ctrl_slient then
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elseif (skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill) and (not self.ctrl_slient or skill.type==BattleSkillType.DeadSkill) then
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-- 先消耗怒气
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-- 先消耗怒气
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if skill.isRage then
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if skill.isRage then
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if self.Rage < self.SuperSkillRage then
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if self.Rage < self.SuperSkillRage then
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